/**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.width = ballGraphics.width; self.height = ballGraphics.height; self.velocityX = 0; self.velocityY = 0; self.speed = 10; self.maxSpeed = 20; self.active = false; self.lastX = 0; self.lastY = 0; self.isClone = false; self.reset = function () { self.x = table.x; self.y = table.y; self.velocityY = self.speed; self.velocityX = Math.random() * 6 - 3; self.active = true; self.lastX = self.x; self.lastY = self.y; }; self.update = function () { if (!self.active) { return; } self.lastX = self.x; self.lastY = self.y; self.x += self.velocityX; self.y += self.velocityY; // Side wall collision if (self.x < table.x - table.width / 2 + self.width / 2 || self.x > table.x + table.width / 2 - self.width / 2) { self.velocityX = -self.velocityX; LK.getSound('hit').play(); } }; self.checkPaddleCollision = function (paddle) { if (self.intersects(paddle) && (self.velocityY > 0 && self.y < paddle.y || self.velocityY < 0 && self.y > paddle.y)) { // Calculate bounce angle based on where ball hit paddle var hitPos = (self.x - paddle.x) / (paddle.width / 2); self.velocityX = hitPos * 10; // Reverse Y velocity self.velocityY = -self.velocityY; // Increase speed slightly if (Math.abs(self.velocityY) < self.maxSpeed) { self.velocityY *= 1.05; } LK.getSound('hit').play(); return true; } return false; }; return self; }); var HomeScreen = Container.expand(function () { var self = Container.call(this); self.difficulty = 'medium'; // Default difficulty // Create title text var titleText = new Text2("CLASSIC PING PONG", { size: 100, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 2732 / 3; self.addChild(titleText); // Create play button var playButton = self.attachAsset('scoreboard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 400, height: 150 }); playButton.tint = 0x4CAF50; // Create play text var playText = new Text2("PLAY", { size: 80, fill: 0xFFFFFF }); playText.anchor.set(0.5, 0.5); playText.x = 2048 / 2; playText.y = 2732 / 2; self.addChild(playText); // Create difficulty selection buttons var difficultyText = new Text2("SELECT DIFFICULTY:", { size: 50, fill: 0xFFFFFF }); difficultyText.anchor.set(0.5, 0.5); difficultyText.x = 2048 / 2; difficultyText.y = 2732 / 2 + 250; self.addChild(difficultyText); // Create Easy Button var easyButton = self.attachAsset('scoreboard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 300, y: 2732 / 2 + 350, width: 250, height: 100 }); easyButton.tint = 0x4CAF50; // Green var easyText = new Text2("EASY", { size: 40, fill: 0xFFFFFF }); easyText.anchor.set(0.5, 0.5); easyText.x = 2048 / 2 - 300; easyText.y = 2732 / 2 + 350; self.addChild(easyText); // Create Medium Button var mediumButton = self.attachAsset('scoreboard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 350, width: 250, height: 100 }); mediumButton.tint = 0xFFA500; // Orange mediumButton.alpha = 1; // Selected by default var mediumText = new Text2("MEDIUM", { size: 40, fill: 0xFFFFFF }); mediumText.anchor.set(0.5, 0.5); mediumText.x = 2048 / 2; mediumText.y = 2732 / 2 + 350; self.addChild(mediumText); // Create Hard Button var hardButton = self.attachAsset('scoreboard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 300, y: 2732 / 2 + 350, width: 250, height: 100 }); hardButton.tint = 0xFF0000; // Red var hardText = new Text2("HARD", { size: 40, fill: 0xFFFFFF }); hardText.anchor.set(0.5, 0.5); hardText.x = 2048 / 2 + 300; hardText.y = 2732 / 2 + 350; self.addChild(hardText); // Create instructions text var instructionsText = new Text2("First to score 10 points wins!\nDrag to move your paddle", { size: 50, fill: 0xFFFFFF }); instructionsText.anchor.set(0.5, 0.5); instructionsText.x = 2048 / 2; instructionsText.y = 2732 / 2 + 450; self.addChild(instructionsText); // Function to update button appearance function updateDifficultyButtons() { easyButton.alpha = self.difficulty === 'easy' ? 1 : 0.7; mediumButton.alpha = self.difficulty === 'medium' ? 1 : 0.7; hardButton.alpha = self.difficulty === 'hard' ? 1 : 0.7; } // Handle button press self.down = function (x, y, obj) { // Check if play button was pressed if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) { self.emit('play', self.difficulty); } // Check if easy button was pressed if (x >= easyButton.x - easyButton.width / 2 && x <= easyButton.x + easyButton.width / 2 && y >= easyButton.y - easyButton.height / 2 && y <= easyButton.y + easyButton.height / 2) { self.difficulty = 'easy'; updateDifficultyButtons(); } // Check if medium button was pressed if (x >= mediumButton.x - mediumButton.width / 2 && x <= mediumButton.x + mediumButton.width / 2 && y >= mediumButton.y - mediumButton.height / 2 && y <= mediumButton.y + mediumButton.height / 2) { self.difficulty = 'medium'; updateDifficultyButtons(); } // Check if hard button was pressed if (x >= hardButton.x - hardButton.width / 2 && x <= hardButton.x + hardButton.width / 2 && y >= hardButton.y - hardButton.height / 2 && y <= hardButton.y + hardButton.height / 2) { self.difficulty = 'hard'; updateDifficultyButtons(); } }; return self; }); // Game dimensions are 2048x2732 var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.width = paddleGraphics.width; self.height = paddleGraphics.height; self.speed = 10; self.isAI = false; self.targetX = 0; self.update = function () { if (self.isAI) { // AI movement logic if (Math.abs(self.x - self.targetX) > self.speed) { if (self.x < self.targetX) { self.x += self.speed; } else { self.x -= self.speed; } } } // Keep paddle within table bounds if (self.x < table.x - table.width / 2 + self.width / 2 + 20) { self.x = table.x - table.width / 2 + self.width / 2 + 20; } else if (self.x > table.x + table.width / 2 - self.width / 2 - 20) { self.x = table.x + table.width / 2 - self.width / 2 - 20; } }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.width = powerUpGraphics.width; self.height = powerUpGraphics.height; self.type = 'none'; self.active = false; self.speed = 3; self.activate = function (type) { self.type = type; self.active = true; // Set appearance based on power-up type switch (type) { case 'wide': powerUpGraphics.tint = 0x00ff00; // Green for paddle widening break; case 'slow': powerUpGraphics.tint = 0x0000ff; // Blue for ball slowing break; case 'multi': powerUpGraphics.tint = 0xff00ff; // Purple for multi-ball break; } // Position randomly on table self.x = table.x + (Math.random() * table.width - table.width / 2) * 0.8; self.y = table.y + (Math.random() * table.height - table.height / 2) * 0.6; }; self.update = function () { if (!self.active) { return; } // Slowly move downward self.y += self.speed; // Remove if off table if (self.y > table.y + table.height / 2) { self.active = false; self.visible = false; } }; self.collect = function () { self.active = false; self.visible = false; return self.type; }; self.reset = function () { self.active = false; self.visible = false; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game dimensions are 2048x2732 game.setBackgroundColor(0x1a1a1a); // Create homescreen var homeScreen = new HomeScreen(); game.addChild(homeScreen); // Game state var gameStarted = false; var gameDifficulty = 'medium'; // Default difficulty // Create game elements but don't start the game yet var table, net, playerPaddle, aiPaddle, ball, balls; // Initialize game elements function initializeGame() { // Create table table = game.addChild(LK.getAsset('table', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Create net net = game.addChild(LK.getAsset('net', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Create player paddle playerPaddle = new Paddle(); playerPaddle.x = 2048 / 2; playerPaddle.y = table.y + table.height / 2 - playerPaddle.height - 50; game.addChild(playerPaddle); // Create AI paddle aiPaddle = new Paddle(); aiPaddle.x = 2048 / 2; aiPaddle.y = table.y - table.height / 2 + aiPaddle.height + 50; aiPaddle.isAI = true; game.addChild(aiPaddle); // Create ball ball = new Ball(); game.addChild(ball); // Create additional balls for multi-ball power-up balls = [ball]; var maxBalls = 3; for (var i = 1; i < maxBalls; i++) { var extraBall = new Ball(); extraBall.isClone = true; extraBall.visible = false; extraBall.active = false; game.addChild(extraBall); balls.push(extraBall); } // Initialize power-up state variables that depend on game elements originalPaddleWidth = playerPaddle.width; originalBallSpeed = ball.speed; // Position score text now that table exists playerScoreText.x = table.x - 200; playerScoreText.y = table.y; aiScoreText.x = table.x + 200; aiScoreText.y = table.y; } // Home screen play button event homeScreen.on('play', function (difficulty) { homeScreen.visible = false; gameStarted = true; // Set game difficulty gameDifficulty = difficulty || 'medium'; initializeGame(); // Reset the ball now that the game is initialized ball.reset(); }); // Create power-ups var powerUps = []; var maxPowerUps = 3; for (var i = 0; i < maxPowerUps; i++) { var powerUp = new PowerUp(); powerUp.visible = false; game.addChild(powerUp); powerUps.push(powerUp); } // Power-up state variables var powerUpTimer = null; var powerUpActive = false; var powerUpType = 'none'; var originalPaddleWidth; var originalBallSpeed; // Create score text var playerScore = 0; var aiScore = 0; var playerScoreText = new Text2(playerScore.toString(), { size: 80, fill: 0xFFFFFF }); playerScoreText.anchor.set(0.5, 0.5); // Position will be set after table is created game.addChild(playerScoreText); var aiScoreText = new Text2(aiScore.toString(), { size: 80, fill: 0xFFFFFF }); aiScoreText.anchor.set(0.5, 0.5); // Position will be set after table is created game.addChild(aiScoreText); // Handle paddle dragging var isDragging = false; game.down = function (x, y, obj) { if (gameStarted) { isDragging = true; playerPaddle.x = x; } }; game.up = function (x, y, obj) { isDragging = false; }; game.move = function (x, y, obj) { if (isDragging && gameStarted) { playerPaddle.x = x; } }; // Power-up activation function function activatePowerUp(type) { // Clear any existing power-up effect if (powerUpTimer) { LK.clearTimeout(powerUpTimer); } // Reset previous power-up effects if (powerUpActive) { deactivatePowerUp(); } powerUpActive = true; powerUpType = type; switch (type) { case 'wide': // Widen paddle playerPaddle.width = originalPaddleWidth * 1.5; paddleGraphics = playerPaddle.children[0]; paddleGraphics.scale.x = 1.5; break; case 'slow': // Slow down ball for (var i = 0; i < balls.length; i++) { if (balls[i].active) { balls[i].velocityX *= 0.6; balls[i].velocityY *= 0.6; } } break; case 'multi': // Activate multi-ball for (var i = 1; i < balls.length; i++) { if (!balls[i].active) { balls[i].x = balls[0].x; balls[i].y = balls[0].y; balls[i].velocityX = balls[0].velocityX * (Math.random() > 0.5 ? 1 : -1); balls[i].velocityY = balls[0].velocityY; balls[i].active = true; balls[i].visible = true; break; } } break; } // Power-up lasts for 10 seconds powerUpTimer = LK.setTimeout(function () { deactivatePowerUp(); }, 10000); } // Function to deactivate power-ups function deactivatePowerUp() { powerUpActive = false; switch (powerUpType) { case 'wide': playerPaddle.width = originalPaddleWidth; paddleGraphics = playerPaddle.children[0]; paddleGraphics.scale.x = 1; break; case 'slow': // Ball speed will naturally increase over time break; case 'multi': // Multi-balls will remain until they go off screen break; } powerUpType = 'none'; } // Don't reset the ball until the game is started // ball will be reset when play button is clicked // Main game loop game.update = function () { // Don't update game if not started if (!gameStarted) { return; } // Update game objects playerPaddle.update(); aiPaddle.update(); // Update all balls for (var i = 0; i < balls.length; i++) { if (balls[i].active) { balls[i].update(); } } // Update power-ups for (var i = 0; i < powerUps.length; i++) { if (powerUps[i].active) { powerUps[i].update(); // Check if player paddle collects power-up if (powerUps[i].active && powerUps[i].intersects(playerPaddle)) { // Apply power-up effect var powerType = powerUps[i].collect(); activatePowerUp(powerType); LK.getSound('powerup').play(); } } } // Randomly spawn power-ups (about every 10 seconds on average) if (Math.random() < 0.002 && !powerUpActive) { // Find inactive power-up for (var i = 0; i < powerUps.length; i++) { if (!powerUps[i].active) { var types = ['wide', 'slow', 'multi']; var randomType = types[Math.floor(Math.random() * types.length)]; powerUps[i].activate(randomType); powerUps[i].visible = true; break; } } } // AI behavior - track the ball (closest one moving toward AI) var closestBall = null; var closestDistance = Infinity; // Find closest ball that's moving toward AI for (var i = 0; i < balls.length; i++) { if (balls[i].active && balls[i].velocityY < 0) { var distance = Math.abs(balls[i].y - aiPaddle.y); if (distance < closestDistance) { closestDistance = distance; closestBall = balls[i]; } } } // If no balls moving toward AI, track main ball if active if (!closestBall && balls[0].active) { closestBall = balls[0]; } // Track the chosen ball if (closestBall) { aiPaddle.targetX = closestBall.x; // Apply difficulty settings var difficultySettings = { 'easy': { reactionDelay: 0.7, // How quickly AI reacts (higher = slower) accuracy: 0.4, // How accurate AI is (lower = less accurate) maxRandomOffset: 400, // Maximum random offset speedFactor: 0.6 // AI paddle speed factor (lower = slower) }, 'medium': { reactionDelay: 0.3, accuracy: 0.7, maxRandomOffset: 300, speedFactor: 1.0 }, 'hard': { reactionDelay: 0.1, accuracy: 0.9, maxRandomOffset: 150, speedFactor: 1.3 } }; var settings = difficultySettings[gameDifficulty]; // Calculate AI reaction based on difficulty if (Math.random() > settings.reactionDelay) { // Add inaccuracy based on difficulty and ball speed var speedFactor = Math.min(Math.abs(closestBall.velocityY) / 15, 1); var inaccuracyFactor = (1 - settings.accuracy) * speedFactor; var randomOffset = (Math.random() * settings.maxRandomOffset - settings.maxRandomOffset / 2) * inaccuracyFactor; aiPaddle.targetX += randomOffset; // Update AI paddle speed based on difficulty aiPaddle.speed = 10 * settings.speedFactor; } } // Check for collisions with all active balls for (var i = 0; i < balls.length; i++) { var currentBall = balls[i]; if (currentBall.active) { currentBall.checkPaddleCollision(playerPaddle); currentBall.checkPaddleCollision(aiPaddle); // Check if ball goes off table (scoring) // Player scores if (currentBall.y < table.y - table.height / 2) { // Only count score for non-clone balls or if it's the last active ball if (!currentBall.isClone || countActiveBalls() == 1) { playerScore++; playerScoreText.setText(playerScore.toString()); LK.getSound('score').play(); // If this is the main ball, reset after short delay if (!currentBall.isClone) { // Deactivate all balls for (var j = 0; j < balls.length; j++) { balls[j].active = false; if (j > 0) { balls[j].visible = false; } } LK.setTimeout(function () { balls[0].reset(); }, 1000); // Check win condition if (playerScore === 10) { LK.showYouWin(); } } else { currentBall.active = false; currentBall.visible = false; } } else { currentBall.active = false; currentBall.visible = false; } } // AI scores if (currentBall.y > table.y + table.height / 2) { // Only count score for non-clone balls or if it's the last active ball if (!currentBall.isClone || countActiveBalls() == 1) { aiScore++; aiScoreText.setText(aiScore.toString()); LK.getSound('score').play(); // If this is the main ball, reset after short delay if (!currentBall.isClone) { // Deactivate all balls for (var j = 0; j < balls.length; j++) { balls[j].active = false; if (j > 0) { balls[j].visible = false; } } LK.setTimeout(function () { balls[0].reset(); }, 1000); // Check loss condition if (aiScore === 10) { LK.showGameOver(); } } else { currentBall.active = false; currentBall.visible = false; } } else { currentBall.active = false; currentBall.visible = false; } } } } // Helper function to count active balls function countActiveBalls() { var count = 0; for (var i = 0; i < balls.length; i++) { if (balls[i].active) { count++; } } return count; } // Update score in LK system LK.setScore(playerScore); };
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = ballGraphics.width;
self.height = ballGraphics.height;
self.velocityX = 0;
self.velocityY = 0;
self.speed = 10;
self.maxSpeed = 20;
self.active = false;
self.lastX = 0;
self.lastY = 0;
self.isClone = false;
self.reset = function () {
self.x = table.x;
self.y = table.y;
self.velocityY = self.speed;
self.velocityX = Math.random() * 6 - 3;
self.active = true;
self.lastX = self.x;
self.lastY = self.y;
};
self.update = function () {
if (!self.active) {
return;
}
self.lastX = self.x;
self.lastY = self.y;
self.x += self.velocityX;
self.y += self.velocityY;
// Side wall collision
if (self.x < table.x - table.width / 2 + self.width / 2 || self.x > table.x + table.width / 2 - self.width / 2) {
self.velocityX = -self.velocityX;
LK.getSound('hit').play();
}
};
self.checkPaddleCollision = function (paddle) {
if (self.intersects(paddle) && (self.velocityY > 0 && self.y < paddle.y || self.velocityY < 0 && self.y > paddle.y)) {
// Calculate bounce angle based on where ball hit paddle
var hitPos = (self.x - paddle.x) / (paddle.width / 2);
self.velocityX = hitPos * 10;
// Reverse Y velocity
self.velocityY = -self.velocityY;
// Increase speed slightly
if (Math.abs(self.velocityY) < self.maxSpeed) {
self.velocityY *= 1.05;
}
LK.getSound('hit').play();
return true;
}
return false;
};
return self;
});
var HomeScreen = Container.expand(function () {
var self = Container.call(this);
self.difficulty = 'medium'; // Default difficulty
// Create title text
var titleText = new Text2("CLASSIC PING PONG", {
size: 100,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 3;
self.addChild(titleText);
// Create play button
var playButton = self.attachAsset('scoreboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 400,
height: 150
});
playButton.tint = 0x4CAF50;
// Create play text
var playText = new Text2("PLAY", {
size: 80,
fill: 0xFFFFFF
});
playText.anchor.set(0.5, 0.5);
playText.x = 2048 / 2;
playText.y = 2732 / 2;
self.addChild(playText);
// Create difficulty selection buttons
var difficultyText = new Text2("SELECT DIFFICULTY:", {
size: 50,
fill: 0xFFFFFF
});
difficultyText.anchor.set(0.5, 0.5);
difficultyText.x = 2048 / 2;
difficultyText.y = 2732 / 2 + 250;
self.addChild(difficultyText);
// Create Easy Button
var easyButton = self.attachAsset('scoreboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 - 300,
y: 2732 / 2 + 350,
width: 250,
height: 100
});
easyButton.tint = 0x4CAF50; // Green
var easyText = new Text2("EASY", {
size: 40,
fill: 0xFFFFFF
});
easyText.anchor.set(0.5, 0.5);
easyText.x = 2048 / 2 - 300;
easyText.y = 2732 / 2 + 350;
self.addChild(easyText);
// Create Medium Button
var mediumButton = self.attachAsset('scoreboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2 + 350,
width: 250,
height: 100
});
mediumButton.tint = 0xFFA500; // Orange
mediumButton.alpha = 1; // Selected by default
var mediumText = new Text2("MEDIUM", {
size: 40,
fill: 0xFFFFFF
});
mediumText.anchor.set(0.5, 0.5);
mediumText.x = 2048 / 2;
mediumText.y = 2732 / 2 + 350;
self.addChild(mediumText);
// Create Hard Button
var hardButton = self.attachAsset('scoreboard', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2 + 300,
y: 2732 / 2 + 350,
width: 250,
height: 100
});
hardButton.tint = 0xFF0000; // Red
var hardText = new Text2("HARD", {
size: 40,
fill: 0xFFFFFF
});
hardText.anchor.set(0.5, 0.5);
hardText.x = 2048 / 2 + 300;
hardText.y = 2732 / 2 + 350;
self.addChild(hardText);
// Create instructions text
var instructionsText = new Text2("First to score 10 points wins!\nDrag to move your paddle", {
size: 50,
fill: 0xFFFFFF
});
instructionsText.anchor.set(0.5, 0.5);
instructionsText.x = 2048 / 2;
instructionsText.y = 2732 / 2 + 450;
self.addChild(instructionsText);
// Function to update button appearance
function updateDifficultyButtons() {
easyButton.alpha = self.difficulty === 'easy' ? 1 : 0.7;
mediumButton.alpha = self.difficulty === 'medium' ? 1 : 0.7;
hardButton.alpha = self.difficulty === 'hard' ? 1 : 0.7;
}
// Handle button press
self.down = function (x, y, obj) {
// Check if play button was pressed
if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) {
self.emit('play', self.difficulty);
}
// Check if easy button was pressed
if (x >= easyButton.x - easyButton.width / 2 && x <= easyButton.x + easyButton.width / 2 && y >= easyButton.y - easyButton.height / 2 && y <= easyButton.y + easyButton.height / 2) {
self.difficulty = 'easy';
updateDifficultyButtons();
}
// Check if medium button was pressed
if (x >= mediumButton.x - mediumButton.width / 2 && x <= mediumButton.x + mediumButton.width / 2 && y >= mediumButton.y - mediumButton.height / 2 && y <= mediumButton.y + mediumButton.height / 2) {
self.difficulty = 'medium';
updateDifficultyButtons();
}
// Check if hard button was pressed
if (x >= hardButton.x - hardButton.width / 2 && x <= hardButton.x + hardButton.width / 2 && y >= hardButton.y - hardButton.height / 2 && y <= hardButton.y + hardButton.height / 2) {
self.difficulty = 'hard';
updateDifficultyButtons();
}
};
return self;
});
// Game dimensions are 2048x2732
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = paddleGraphics.width;
self.height = paddleGraphics.height;
self.speed = 10;
self.isAI = false;
self.targetX = 0;
self.update = function () {
if (self.isAI) {
// AI movement logic
if (Math.abs(self.x - self.targetX) > self.speed) {
if (self.x < self.targetX) {
self.x += self.speed;
} else {
self.x -= self.speed;
}
}
}
// Keep paddle within table bounds
if (self.x < table.x - table.width / 2 + self.width / 2 + 20) {
self.x = table.x - table.width / 2 + self.width / 2 + 20;
} else if (self.x > table.x + table.width / 2 - self.width / 2 - 20) {
self.x = table.x + table.width / 2 - self.width / 2 - 20;
}
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = powerUpGraphics.width;
self.height = powerUpGraphics.height;
self.type = 'none';
self.active = false;
self.speed = 3;
self.activate = function (type) {
self.type = type;
self.active = true;
// Set appearance based on power-up type
switch (type) {
case 'wide':
powerUpGraphics.tint = 0x00ff00; // Green for paddle widening
break;
case 'slow':
powerUpGraphics.tint = 0x0000ff; // Blue for ball slowing
break;
case 'multi':
powerUpGraphics.tint = 0xff00ff; // Purple for multi-ball
break;
}
// Position randomly on table
self.x = table.x + (Math.random() * table.width - table.width / 2) * 0.8;
self.y = table.y + (Math.random() * table.height - table.height / 2) * 0.6;
};
self.update = function () {
if (!self.active) {
return;
}
// Slowly move downward
self.y += self.speed;
// Remove if off table
if (self.y > table.y + table.height / 2) {
self.active = false;
self.visible = false;
}
};
self.collect = function () {
self.active = false;
self.visible = false;
return self.type;
};
self.reset = function () {
self.active = false;
self.visible = false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game dimensions are 2048x2732
game.setBackgroundColor(0x1a1a1a);
// Create homescreen
var homeScreen = new HomeScreen();
game.addChild(homeScreen);
// Game state
var gameStarted = false;
var gameDifficulty = 'medium'; // Default difficulty
// Create game elements but don't start the game yet
var table, net, playerPaddle, aiPaddle, ball, balls;
// Initialize game elements
function initializeGame() {
// Create table
table = game.addChild(LK.getAsset('table', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create net
net = game.addChild(LK.getAsset('net', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
// Create player paddle
playerPaddle = new Paddle();
playerPaddle.x = 2048 / 2;
playerPaddle.y = table.y + table.height / 2 - playerPaddle.height - 50;
game.addChild(playerPaddle);
// Create AI paddle
aiPaddle = new Paddle();
aiPaddle.x = 2048 / 2;
aiPaddle.y = table.y - table.height / 2 + aiPaddle.height + 50;
aiPaddle.isAI = true;
game.addChild(aiPaddle);
// Create ball
ball = new Ball();
game.addChild(ball);
// Create additional balls for multi-ball power-up
balls = [ball];
var maxBalls = 3;
for (var i = 1; i < maxBalls; i++) {
var extraBall = new Ball();
extraBall.isClone = true;
extraBall.visible = false;
extraBall.active = false;
game.addChild(extraBall);
balls.push(extraBall);
}
// Initialize power-up state variables that depend on game elements
originalPaddleWidth = playerPaddle.width;
originalBallSpeed = ball.speed;
// Position score text now that table exists
playerScoreText.x = table.x - 200;
playerScoreText.y = table.y;
aiScoreText.x = table.x + 200;
aiScoreText.y = table.y;
}
// Home screen play button event
homeScreen.on('play', function (difficulty) {
homeScreen.visible = false;
gameStarted = true;
// Set game difficulty
gameDifficulty = difficulty || 'medium';
initializeGame();
// Reset the ball now that the game is initialized
ball.reset();
});
// Create power-ups
var powerUps = [];
var maxPowerUps = 3;
for (var i = 0; i < maxPowerUps; i++) {
var powerUp = new PowerUp();
powerUp.visible = false;
game.addChild(powerUp);
powerUps.push(powerUp);
}
// Power-up state variables
var powerUpTimer = null;
var powerUpActive = false;
var powerUpType = 'none';
var originalPaddleWidth;
var originalBallSpeed;
// Create score text
var playerScore = 0;
var aiScore = 0;
var playerScoreText = new Text2(playerScore.toString(), {
size: 80,
fill: 0xFFFFFF
});
playerScoreText.anchor.set(0.5, 0.5);
// Position will be set after table is created
game.addChild(playerScoreText);
var aiScoreText = new Text2(aiScore.toString(), {
size: 80,
fill: 0xFFFFFF
});
aiScoreText.anchor.set(0.5, 0.5);
// Position will be set after table is created
game.addChild(aiScoreText);
// Handle paddle dragging
var isDragging = false;
game.down = function (x, y, obj) {
if (gameStarted) {
isDragging = true;
playerPaddle.x = x;
}
};
game.up = function (x, y, obj) {
isDragging = false;
};
game.move = function (x, y, obj) {
if (isDragging && gameStarted) {
playerPaddle.x = x;
}
};
// Power-up activation function
function activatePowerUp(type) {
// Clear any existing power-up effect
if (powerUpTimer) {
LK.clearTimeout(powerUpTimer);
}
// Reset previous power-up effects
if (powerUpActive) {
deactivatePowerUp();
}
powerUpActive = true;
powerUpType = type;
switch (type) {
case 'wide':
// Widen paddle
playerPaddle.width = originalPaddleWidth * 1.5;
paddleGraphics = playerPaddle.children[0];
paddleGraphics.scale.x = 1.5;
break;
case 'slow':
// Slow down ball
for (var i = 0; i < balls.length; i++) {
if (balls[i].active) {
balls[i].velocityX *= 0.6;
balls[i].velocityY *= 0.6;
}
}
break;
case 'multi':
// Activate multi-ball
for (var i = 1; i < balls.length; i++) {
if (!balls[i].active) {
balls[i].x = balls[0].x;
balls[i].y = balls[0].y;
balls[i].velocityX = balls[0].velocityX * (Math.random() > 0.5 ? 1 : -1);
balls[i].velocityY = balls[0].velocityY;
balls[i].active = true;
balls[i].visible = true;
break;
}
}
break;
}
// Power-up lasts for 10 seconds
powerUpTimer = LK.setTimeout(function () {
deactivatePowerUp();
}, 10000);
}
// Function to deactivate power-ups
function deactivatePowerUp() {
powerUpActive = false;
switch (powerUpType) {
case 'wide':
playerPaddle.width = originalPaddleWidth;
paddleGraphics = playerPaddle.children[0];
paddleGraphics.scale.x = 1;
break;
case 'slow':
// Ball speed will naturally increase over time
break;
case 'multi':
// Multi-balls will remain until they go off screen
break;
}
powerUpType = 'none';
}
// Don't reset the ball until the game is started
// ball will be reset when play button is clicked
// Main game loop
game.update = function () {
// Don't update game if not started
if (!gameStarted) {
return;
}
// Update game objects
playerPaddle.update();
aiPaddle.update();
// Update all balls
for (var i = 0; i < balls.length; i++) {
if (balls[i].active) {
balls[i].update();
}
}
// Update power-ups
for (var i = 0; i < powerUps.length; i++) {
if (powerUps[i].active) {
powerUps[i].update();
// Check if player paddle collects power-up
if (powerUps[i].active && powerUps[i].intersects(playerPaddle)) {
// Apply power-up effect
var powerType = powerUps[i].collect();
activatePowerUp(powerType);
LK.getSound('powerup').play();
}
}
}
// Randomly spawn power-ups (about every 10 seconds on average)
if (Math.random() < 0.002 && !powerUpActive) {
// Find inactive power-up
for (var i = 0; i < powerUps.length; i++) {
if (!powerUps[i].active) {
var types = ['wide', 'slow', 'multi'];
var randomType = types[Math.floor(Math.random() * types.length)];
powerUps[i].activate(randomType);
powerUps[i].visible = true;
break;
}
}
}
// AI behavior - track the ball (closest one moving toward AI)
var closestBall = null;
var closestDistance = Infinity;
// Find closest ball that's moving toward AI
for (var i = 0; i < balls.length; i++) {
if (balls[i].active && balls[i].velocityY < 0) {
var distance = Math.abs(balls[i].y - aiPaddle.y);
if (distance < closestDistance) {
closestDistance = distance;
closestBall = balls[i];
}
}
}
// If no balls moving toward AI, track main ball if active
if (!closestBall && balls[0].active) {
closestBall = balls[0];
}
// Track the chosen ball
if (closestBall) {
aiPaddle.targetX = closestBall.x;
// Apply difficulty settings
var difficultySettings = {
'easy': {
reactionDelay: 0.7,
// How quickly AI reacts (higher = slower)
accuracy: 0.4,
// How accurate AI is (lower = less accurate)
maxRandomOffset: 400,
// Maximum random offset
speedFactor: 0.6 // AI paddle speed factor (lower = slower)
},
'medium': {
reactionDelay: 0.3,
accuracy: 0.7,
maxRandomOffset: 300,
speedFactor: 1.0
},
'hard': {
reactionDelay: 0.1,
accuracy: 0.9,
maxRandomOffset: 150,
speedFactor: 1.3
}
};
var settings = difficultySettings[gameDifficulty];
// Calculate AI reaction based on difficulty
if (Math.random() > settings.reactionDelay) {
// Add inaccuracy based on difficulty and ball speed
var speedFactor = Math.min(Math.abs(closestBall.velocityY) / 15, 1);
var inaccuracyFactor = (1 - settings.accuracy) * speedFactor;
var randomOffset = (Math.random() * settings.maxRandomOffset - settings.maxRandomOffset / 2) * inaccuracyFactor;
aiPaddle.targetX += randomOffset;
// Update AI paddle speed based on difficulty
aiPaddle.speed = 10 * settings.speedFactor;
}
}
// Check for collisions with all active balls
for (var i = 0; i < balls.length; i++) {
var currentBall = balls[i];
if (currentBall.active) {
currentBall.checkPaddleCollision(playerPaddle);
currentBall.checkPaddleCollision(aiPaddle);
// Check if ball goes off table (scoring)
// Player scores
if (currentBall.y < table.y - table.height / 2) {
// Only count score for non-clone balls or if it's the last active ball
if (!currentBall.isClone || countActiveBalls() == 1) {
playerScore++;
playerScoreText.setText(playerScore.toString());
LK.getSound('score').play();
// If this is the main ball, reset after short delay
if (!currentBall.isClone) {
// Deactivate all balls
for (var j = 0; j < balls.length; j++) {
balls[j].active = false;
if (j > 0) {
balls[j].visible = false;
}
}
LK.setTimeout(function () {
balls[0].reset();
}, 1000);
// Check win condition
if (playerScore === 10) {
LK.showYouWin();
}
} else {
currentBall.active = false;
currentBall.visible = false;
}
} else {
currentBall.active = false;
currentBall.visible = false;
}
}
// AI scores
if (currentBall.y > table.y + table.height / 2) {
// Only count score for non-clone balls or if it's the last active ball
if (!currentBall.isClone || countActiveBalls() == 1) {
aiScore++;
aiScoreText.setText(aiScore.toString());
LK.getSound('score').play();
// If this is the main ball, reset after short delay
if (!currentBall.isClone) {
// Deactivate all balls
for (var j = 0; j < balls.length; j++) {
balls[j].active = false;
if (j > 0) {
balls[j].visible = false;
}
}
LK.setTimeout(function () {
balls[0].reset();
}, 1000);
// Check loss condition
if (aiScore === 10) {
LK.showGameOver();
}
} else {
currentBall.active = false;
currentBall.visible = false;
}
} else {
currentBall.active = false;
currentBall.visible = false;
}
}
}
}
// Helper function to count active balls
function countActiveBalls() {
var count = 0;
for (var i = 0; i < balls.length; i++) {
if (balls[i].active) {
count++;
}
}
return count;
}
// Update score in LK system
LK.setScore(playerScore);
};